Bill Currie
6a94607d9d
rename VectorMA to VectorMultAdd, add VectorMultSub and use it in a few
...
places. Not certain how much speed difference it makes :/
2003-08-08 15:25:53 +00:00
Bill Currie
0cf0f710b7
remove some unneeded code
2003-07-09 15:34:58 +00:00
Bill Currie
4f66e1e9da
fix a bunch of the previous FIXMEs. needs a bit more work for win32
...
compiling
2003-07-08 22:39:45 +00:00
Bill Currie
5f3573143a
the beginnings of a jihad against buffer overflows
2003-05-08 23:24:02 +00:00
Bill Currie
eb099ae0d3
make qf gcc 3.3 clean
2003-04-17 00:01:48 +00:00
Bill Currie
01bff9c79e
WildCode's alias model VA prepatory patch
2003-04-08 04:13:49 +00:00
Ragnvald Maartmann-Moe IV
88c2735d9c
Make sprite rendering use vertex arrays, as a test for detection of vertex array support (tests only for OpenGL 1.1 or better, at the moment, no driver blacklist yet).
2003-03-20 19:58:18 +00:00
Bill Currie
c186266f06
whitespace
2003-03-12 02:21:51 +00:00
Bill Currie
bb5f5e0a0c
fix a couple of gcc 2.95 warnings
2003-02-19 21:41:37 +00:00
Ragnvald Maartmann-Moe IV
e3ea39e67b
QuakeForge now supports map specific textures in textures/mapname/
.
2003-02-19 17:41:16 +00:00
Bill Currie
851d203916
work towards a more secure qfs
2003-02-14 22:36:10 +00:00
Bill Currie
6a687f5e45
rename all the globals in quakefs.[ch] to be QFS_* or qfs_*
2003-02-14 19:46:07 +00:00
Bill Currie
761a7546dd
re-arrange things so __attribute__ and __builtin_expect are properly
...
autoconfiscated so rcsid will continue to work with gcc 3.3
2003-01-15 15:31:36 +00:00
Bill Currie
71196fedf6
make gcc more anal about prototypes, string constants and function
...
visibility (ie, global functions must have a prototype)
2003-01-06 18:28:13 +00:00
Bill Currie
ca4b3acd6c
big protototype cleanup. Now, except for a few cases, all non-static
...
prototypes are in headers files.
2002-11-05 19:12:51 +00:00
Bill Currie
d7e7b7de7d
cause the model to load into a calloced buffer rather than the hunk temp
...
region to avoid the data getting corrupted by cache shufflings. This
/should/ fix the bad extents bug (Closes : #37 )
2002-10-11 02:54:02 +00:00
Bill Currie
75c7119cd8
gamma correct the loaded lightmaps so swgamma works better (MUCH better:)
2002-09-15 05:04:14 +00:00
Bill Currie
f7b4dffcc0
get larger player skins working in gl
2002-09-13 05:32:28 +00:00
Ragnvald Maartmann-Moe IV
cb241c50bf
Replace * with # in map names, rather than _. Seems to be the "standard" for replacement textures.
2002-09-10 23:40:13 +00:00
Ragnvald Maartmann-Moe IV
b7c2f5efa3
Allow loading textures from textures
directory, as well as from maps.
2002-09-06 21:52:11 +00:00
Ragnvald Maartmann-Moe IV
c4609f5195
Experimentally allow external texture loading. Also prevent loading RGB textures as RGBA, which wastes a lot of texture memory, and looks ugly on 16bpp boards.
2002-09-06 21:37:22 +00:00
Ragnvald Maartmann-Moe IV
92db391e7c
Optimize model rendering a hair. WildCode spotted that minimum shade was only being applied to the view model (why do we set it up for other stuff if it's not going to be used?). While looking at that, I noticed we could do the divide by 200 in model setup.
2002-09-01 23:45:22 +00:00
Bill Currie
f473a4fa17
more thorough reporting on bad surface extents
2002-08-27 16:01:51 +00:00
Bill Currie
ec47e08e1c
go back to using QFile, quakeio.h and quakefs.h
2002-08-27 07:16:28 +00:00
Ragnvald Maartmann-Moe IV
e2e605841f
Code in variable declarations. Yuck. *thwaps taniwha*
2002-08-25 16:51:30 +00:00
Ragnvald Maartmann-Moe IV
ddb90e1acd
More whitespace. Eek.
2002-08-25 16:35:22 +00:00
Ragnvald Maartmann-Moe IV
19315a399f
Whitespace, comment cleanups.
2002-08-25 14:25:38 +00:00
Ragnvald Maartmann-Moe IV
44e2fbaa87
More whitespace.
2002-08-22 20:06:30 +00:00
Ragnvald Maartmann-Moe IV
6ab0175cfc
Whitespace...
2002-08-22 19:16:44 +00:00
Ragnvald Maartmann-Moe IV
e6e920747c
Whoops, more whitespace.
2002-08-22 19:08:33 +00:00
Bill Currie
c44ec1993d
handle up to 512x512 map textures /properly/. would be nicer if the max
...
could be dynamic
2002-08-22 19:00:55 +00:00
Ragnvald Maartmann-Moe IV
27f9b7a1c0
Whitespace.
2002-08-22 18:45:58 +00:00
Ragnvald Maartmann-Moe IV
87b5d2ec5b
Whitespace.
2002-08-22 18:38:07 +00:00
Ragnvald Maartmann-Moe IV
c91f1a2aea
Rename Length to VectorLength.
2002-08-20 02:22:40 +00:00
Ragnvald Maartmann-Moe IV
32a85e7130
Clipping cleanups.
...
Calculate radius for alias models as well as brush.
Culling is no longer optional on alias models (was only ever disabled for viewmodel, which is a lot of extra effort to avoid clip testing 1 thing out of hundreds).
Clip QSG2 scaled alias models with a scaled bbox.
2002-08-20 00:48:59 +00:00
Ragnvald Maartmann-Moe IV
e9febea31c
Whitespace.
2002-08-19 06:00:31 +00:00
Bill Currie
b1a180b25e
move the view model check for min_light into the model loader (checks for
...
progs/v_*)
2002-08-19 04:05:02 +00:00
Bill Currie
2ce0f2ded2
we now require modern autoconf (2.52+), automake (1.6+) and libtool (1.4+).
...
This gives us a bunch more flexibility. plugins no longer have the "lib"
prefix or the version suffix, they're now installed in
$fs_sharepath/QFplugins,, builds should take much less time (in general,
only one of pic or non-pic versions are build), bins and libs can have
individual CFLAGS
2002-08-01 19:49:10 +00:00
Bill Currie
1337b8bd3d
be a little more verbose with the "Bad surface extents" error.
2002-07-03 21:03:49 +00:00
Ragnvald Maartmann-Moe IV
df55030fa8
Fix alias bounding box sizes, so that large critters don't disappear when at edge of view frustrum...
...
(Taken and debugged from tutorial on quakesrc.org)
2002-06-14 09:33:37 +00:00
Bill Currie
8a762bdaaf
hack to work around the gl lighting fix breaking sw
2002-05-30 21:39:21 +00:00
Bill Currie
4e67f8d155
remove an extern
2002-05-30 18:38:57 +00:00
Ragnvald Maartmann-Moe IV
f1f942dfd1
Hacking my way towards working r_lightmap_components 1.
...
Users of r_lightmap_components 1, should set `int mod_lightmap_bytes = 1` at the start of `quakeforge/libs/models/brush/gl_model_brush.c`.
2002-05-25 15:29:22 +00:00
Bill Currie
6a5bbf6f0a
memory allocation checking cleanup
2002-05-14 06:37:28 +00:00
Bill Currie
44dcf74627
strip the \n from all(?) of the Sys_Error calls (Sys_Error itself will be
...
adding \n).
2002-05-14 06:12:29 +00:00
Bill Currie
e4975cd675
very minor load-time optimisation
2002-04-23 17:23:18 +00:00
Bill Currie
b322835767
fix a missing \n
2002-04-03 18:50:36 +00:00
Bill Currie
26d7463be7
the majority of raptor's sgi build patch. I'll look at the last two bits
...
(server.c and vid_sdl.c) later.
2002-03-03 06:03:51 +00:00
Bill Currie
316386b542
mod->textures can legitimatly have null textures, so be on the lookout for
...
them. This fixes the client crash on certain levels.
2002-01-24 02:44:19 +00:00
Seth Galbraith
31a98f0f80
only load tgas for texture names that end in backslash
2002-01-17 16:31:34 +00:00
Bill Currie
6dbdfc0464
yeah, it's an icky global, but it's actually the right way to get at the
...
model header in the model loader.
2002-01-17 02:10:06 +00:00
Seth Galbraith
778af4276e
external tga skin loading, doesn't work for players (teamcolor stuff)
2002-01-16 20:32:39 +00:00
Seth Galbraith
93116bc827
external mip texture loading
2002-01-16 01:02:50 +00:00
Seth Galbraith
9c1969146c
cleanup, implemented tga loading for gfx.wad files
2002-01-15 21:05:34 +00:00
Bill Currie
6637f3fba5
more FIXME and whitespace cleanups
2002-01-12 04:46:15 +00:00
Seth Galbraith
3b6c2c8d0d
pretty 32 bit color sprite tga loading - e.g progs/s_light.spr_0.tga
2002-01-11 04:20:41 +00:00
Bill Currie
72d6f34dc8
first step to using a saner internal represnetation for the high precietion
...
models.
2002-01-07 06:32:46 +00:00
Seth Galbraith
42456845f0
high precision software mdl rendering
2002-01-05 03:21:02 +00:00
Seth Galbraith
6ec47e6be6
slaying hardcoded mdl vertex and triangle limit
2002-01-04 07:40:00 +00:00
Bill Currie
013f503738
start getting const-correct on vec3_t params
2002-01-03 05:29:38 +00:00
Seth Galbraith
d570f0905f
high precision model loading
2001-12-30 02:30:26 +00:00
Bill Currie
bd0ac4a38a
merge Mod_LoadSpriteFrame from gl and sw back into the common sprite loader
...
pulling the gl specific code (the loading of the texture into GL) into
a separate function (Mod_SpriteLoadTexture), which is just a stub in sw
2001-11-22 05:31:44 +00:00
Bill Currie
0be2a31f2e
lots of code cleanup. Merge Mod_LoadAllSkins, merge the sw32 model loading
...
code into the sw model loading code, remove all refs to r_pixbytes from the
sw renderer (it was never anything but 1), kill libQFmodels_sw32, remove
all the 16 bit code from the 8 bit sw renderer.
2001-11-21 19:13:53 +00:00
Bill Currie
7d14013041
fix many, many bugs in the alias skin loading, transforming and rendering
...
code. This fixes blather's `melted models' (sw), the nq alt player model
skins (gl), the arbitrary limits on skins and skin groups in gl, and the
incorrect timing of group skins (animated) in gl.
2001-11-21 08:14:05 +00:00
Bill Currie
ec75b71711
don't bother with fullbright skins for models that are allways fullbright and
...
clean up a misplaced function prototype
2001-11-20 08:45:26 +00:00
Bill Currie
5dab7ccaf7
precalculate smoe model specific info (wether the whole model is fullbright,
...
if it should have shadows, whether it should be scaled/translated (gl eyes),
and the minimum lighting (player)). give a 1.9% speedup in null renderer.
2001-11-20 08:02:35 +00:00
Bill Currie
d168a3daee
this should remove the requirement for gmake on bsd systems
2001-11-12 16:23:41 +00:00
Bill Currie
85c9e0ab1e
more externs cleaned up
2001-10-29 17:46:03 +00:00
Bill Currie
3ce8029f74
fix a silly goof with the models
2001-10-28 05:43:53 +00:00
Bill Currie
78a3e398d5
* taniwha gets medieval on extern
2001-10-28 04:23:37 +00:00
Adam Olsen
3bba5398ba
- audit malloc usage. now everything checks the return value :)
2001-10-24 22:50:06 +00:00
Bill Currie
b3914eeaaa
elimination of bare printf (with some exceptions) from libs: Sys_Printf is
...
used instead
2001-10-18 16:42:14 +00:00
Bill Currie
a1d2cf3532
duplicate file name cleanup and make dist works
2001-10-03 17:50:36 +00:00
Jeff Teunissen
873521a68d
Makefile cleanup continues. Models.
2001-09-28 09:49:09 +00:00
Bill Currie
b1f4a778f9
the rcsid commit from hell }:>
2001-09-28 06:26:31 +00:00
Chris Ison
0efd28abcc
trying to get bootstrap to work in cygwin
2001-09-25 23:04:13 +00:00
Bill Currie
49a85718f8
total nukage of Con_*Printf calls from libs (except for video). Sys_*Printf
...
(Sys_DPrintf is new) is now used exclusively for all lib printing. Con_Init
sets the sys printf recirection to Con_Print (which has been revamped
appropriatly) and the server sets it to SV_Print (which was SV_Printf and
the new SV_Printf calls /it/). This should fix the rcon print redirection
issues.
2001-09-21 04:22:46 +00:00
Bill Currie
74e9f89e8c
forward port the client info string filtering from 0.3 and remove info.h from
...
a couple of c files that no longer need it.
2001-09-11 03:10:29 +00:00
Bill Currie
ea614fc2c6
turns out the sprite models are /not/ relocatable, so back out that change
...
in favor of cleaning up the accessors
2001-08-31 17:33:25 +00:00
Adam Olsen
384dfb7b66
- partial work for putting sprites in the cache.
...
doesn't currently build.
2001-08-31 15:32:11 +00:00
Adam Olsen
f1a016c8a5
- Refine the Cache_Get callback, to use a void * instead of a char *
...
- Switch alias models over to Cache_Get/Cache_Release
2001-08-31 12:22:45 +00:00
Adam Olsen
6cab8cf4e0
- change Cache_Get calls to Cache_TryGet (which I just added), so they
...
can tollerate failure.
- minor error message tweak (an emptry string is not NULL!)
2001-08-31 03:48:26 +00:00
Ragnvald Maartmann-Moe IV
20544c6c67
Remove some obsolete comments.
2001-08-25 03:06:46 +00:00
Ragnvald Maartmann-Moe IV
c6266aba36
sw32. Flee in terror. This'll break compilation for everything until -sdl32 compiles. sw32 wont work for a while either, so don't get overly excited yet.
2001-08-25 02:47:11 +00:00
Bill Currie
8059265181
pr_strings.c:
...
fix some off-by-one bugs
gl_mesh.c:
make the messing... message developer mode
2001-08-15 06:01:38 +00:00
Bill Currie
9f2418d873
new cvar: gl_mesh_cache. controls minimum triangle count in a model before
...
the model is cached or cache checks are done for that model. 0 disables
caching entrirely.
2001-08-14 20:02:54 +00:00
Bill Currie
cd522a6f97
should now handle any size of model. also modify the mesh file format slightly
...
(version and commands+verts sum for checking) and change the mesh extention to
.qfms
2001-08-08 08:52:55 +00:00
Bill Currie
dcc6a76313
make SURF_LIGHTBOTHSIDES work and fix a bug in Mod_PointInLeaf that was
...
preventing grenades from lighting up surfaces when using the vis lighting
2001-08-05 05:59:15 +00:00
Bill Currie
f9e85cdf8a
split up mleaf_t's minmaxs into two arrays
2001-08-03 23:54:09 +00:00
Bill Currie
6cb2cb5bdc
start making the rotated bounding box (really dynamic clipping huls) more
...
generice, and also more in line with the rest of quake's clipping system
(ie, support the entity size selected hulls). I'm not /entirly happy with
what's here, but it's a start, and the force fields in customtf work /much/
better :)
2001-07-30 04:33:59 +00:00
Ragnvald Maartmann-Moe IV
111dc205d5
whitespace and comment cleanups.
2001-07-22 05:40:34 +00:00
Bill Currie
1c9e1b176f
fear the mighty const correct patch
2001-07-15 07:04:17 +00:00
Bill Currie
ce3eddb89c
move the node number validation out of RecursiveHullCheck and into the bsp
...
loader
2001-07-04 16:28:54 +00:00
Zephaniah E. Hull
3715430479
This is changing more then I wanted to at once, however.
...
The major change is that we no longer require libGL to even exist on the
system at compile time for the GL targets, we dynamicly link to the
libGL of choice at run time. (This probably breaks most non-linux
systems, and all GL targets except -glx, some fixup will be needed.)
(This also kills glquake, dead dead DEAD! GONE FOREVER! WHEE!)
Some gl_draw cleanup.
Commented out equake alias model occlusion test stuff, very experimental.
Added the .lo and .la patterns to the .gitignore files.
Some minor sbar cleanup. (We don't use the disc in use symbol for
anything.)
2001-06-24 09:25:55 +00:00
Bill Currie
735a35b2f9
compile fixes from Artur Frysiak <wiget@pld.org.pl>
2001-06-05 17:23:03 +00:00
Bill Currie
06064ec390
compat.h:
...
create a field_offset macro that takes a structure type and a field and
returns the offset of the field within the structure
everything else:
use field_offset to calculate the size of variable sized structs
2001-05-31 18:11:05 +00:00
Bill Currie
323015b11a
include/QF header cleanup. including config.h (or any file from include) is
...
a nono because headers in include/QF get installed, but include don't and thus
would break quakeforge-dev.
2001-05-31 05:33:13 +00:00
Joseph Carter
05adfd0e53
quakefs.h -> vfs.h
...
quakeio.h -> vfile.h
More diff reduction between trunk and my VFS code. Also took the time to
put some headers in order and fix a few #include's pointed out by moving
things around a bit.
2001-05-30 04:34:06 +00:00
Joseph Carter
186d577818
s/QFile/VFile/g - makes my diffs much smaller and more manageable for the
...
VFS work.
2001-05-30 03:21:19 +00:00
Bill Currie
f0cfc46cb7
model.h:
...
add a crc field to aliashdr_t
model_alias.c:
set it for all models
cl_parse.c:
set the pmodel and emodel info keys to the crcs of the player and eye
models
2001-05-29 17:37:48 +00:00
Bill Currie
e48307656a
fix for when building server only
2001-05-22 20:17:20 +00:00
Bill Currie
4606c6c63a
new automake conditionals: BUILD_GL and BUILD_SW for use in places where it
...
matters (eg, selecting whether to build the gl and or sw specific model code)
2001-05-17 03:48:31 +00:00
Bill Currie
8f4394de4f
various merge cleanups including moving the contents of R_Textures_Init into
...
Mod_Init
2001-05-16 17:08:56 +00:00
Bill Currie
44317f299e
merge gl_mesh.c into libQFmodels
2001-05-11 05:59:17 +00:00
Bill Currie
f5016790d4
forgot to compile test first :/
2001-05-10 15:34:29 +00:00
Bill Currie
d3d3a1c451
finish the model merge
2001-05-10 15:29:29 +00:00
Bill Currie
e12879c55b
fixup dependency checking
2001-05-10 06:05:54 +00:00
Bill Currie
2c07108c65
model loading code merge. dragged in smoe merges and cleanups of d_iface.h,
...
r_local.h, r_shared.h, client.h and render.h at the same time (couldn't get
away from that:/) verly likely to be lots of breakage (eg, player and eye
models are NOT checksummed atm), but everything builds
2001-05-10 06:01:11 +00:00